The reason I'm running the CTP instead of a game studio is because there are more opportunities to have weird ideas and make weird things. For me, there are two key structural factors that make weirdness easier. First, students need high-quality portfolio pieces, but not necessarily salable ones. That reduces the pressure to homogenize. Second, everyone at the CTP has to be able to justify design decisions in the context of the research literature, which turns out to be a really powerful diversifier.
I also have lots of design activities to foster weirdness, but that's a whole other post.
2 months ago